World of Darkness Interview

Gamasutra has cranked out an article-style interview with World of Darkness creative director Reynir Hardarson and CCP CEO Hilmar Veigar Petursson about how vastly different WoD will be from other MMOs, the sandbox theme they're shooting for, and the PvE content they're implementing to help introduce traditional MMO fans to something new.
"When I played Warhammer, I ragequit," Hardarson admits. Mainstream MMO design is about doling out hand-crafted content -- "like, here's a cookie, and all that" -- on a linear path. He wants to explore.

"I'm not a five-year-old. If I want to go in the cave and I want to die, that's my problem."

Hardarson describes the World of Darkness MMO as "a sandbox very much inspired by EVE."

"We really relinquish a lot of power to the players because we believe in emergence; the most powerful positions in the game are populated by real players," he says.

It's not just EVE that is an influence on the game's direction, though -- the live action role players of the Vampire the Masquerade tabletop game play this way, he says. "It's really about politics and power plays," says Hardarson.

"It's not a coincidence we merged with White Wolf games."

Still, he recognizes, "You cannot go pure sandbox all the way." This is something EVE has struggled with; while it does grow, it hasn't attracted a mainstream MMO audience due to its difficulty, complexity, and "learning cliff" new player experience.

"The problem with pure sandbox is you are limited to the hardcore," says Hardarson.
Stick to the obscure, guys. The more mainstream content you add, the more watered down the world will become.